A rundown of the New Releases that should be hitting games stores this coming week! Board games, card games, RPGs, Wargames, Miniatures and collectible games... hopefully something for everyone! In addition to the games hitting your local store we also take a look at a few RPG PDF releases from the last week that we hope may be of interest. For more information about any of the physical products please contact your local games store.

The Fantasy AGE Companion provides a plethora of new rules and play options for your Fantasy AGE roleplaying game campaign. This book expands upon the core Fantasy AGE rules and provides alternative game systems so that you can build rules and characters which fit any setting and genre you desire. This book contains the following:

New character races for Fantasy AGE, from the primal Beastfolk to the mechanical Orean.

New Talents and Specializations, including Bard, Diplomat, Gunfighter, and Martial Artist.

New magical Arcana, new spells for existing Arcana and new forms of magic. Channel power from the gods or learn the Death Arcana to become a necromancer.

Advanced rewards, including honorifics such as Master of the Blade, titles, and organizational memberships, which give characters power and respect in your game world.

This book opens the way to new genres and campaign styles. Run a steampunk campaign with gunfighters and clockwork cars, or a battle of good versus evil featuring divine magic and Blooded characters, descended from dark and angelic beings. The choice is yours!

Set four years after the end of the Adran-kez War as recounted in The Autumn Republic, the Powder Mage RPG outlines a world in the upheaval of political, social and technological revolution.

It makes use of the Savage Worlds game system to allow for a versatile and easy-to-learn ruleset, fast character creation and the ability to set out on an adventure within minutes.

It also includes previously unpublished information about the countries, people, and history of the Powder Mage Universe.

Players can throw themselves into conflicts thorughout the Nine Nations, from the power struggles within the budding republic of Adro to the unstable intrigue of the migrating courts of the baron-kings of Unice. To do so, they can take on any number of roles: a humble Knacked trying to createa family fortune, a Privileged sorcerer out to change the world, or even a power mage, bent on revenge for past slights.

The invasion of Earth told in previous tales of TORG took place on one version of our world. The High Lords there were successful for many years, but were eventually stopped by the planet's valiant Storm Knights.

But there are infinite versions of our world.

This is the tale of a different Earth, one where things did not go as well...

The Torg Eternity Core Rules include all the rules and setting information you need to create characters and play the game, including

Background on the Possibility Wars

World Laws and adversaries for Core Earth and the 7 invading Cosms

Creation and advancement rules with dozens of perks for all kinds of characters

Born of the U.S. government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor but without glory. Delta Green agents fight to save humanity from unnatural horrors—often at a shattering personal cost.

In Delta Green: The Role-Playing Game, the players are those agents. They fight to save human lives and sanity from threats beyond space and time. Delta Green’s percentile-based rules are compatible with 20 years’ worth of Delta Green scenarios and sourcebooks.

Delta Green includes two full-color rulebooks:

The Ennie Award-winning Agent’s Handbook features rules for creating agents and playing the game. It includes:

Rules for creating agents, with dozens of professions from throughout the U.S. government and the civilian world.

Rules for tense, fluid investigations; players who use their agents' skills in clever ways have the best chance to succeed—and survive.

Nerve-wracking rules for combat, where random disasters can undo the most careful planning and the human psyche is as vulnerable as the body.

Mind-melting Sanity rules, which see agents gradually and inevitably deteriorate from too much exposure to trauma—and sometimes snap in an instant from overwhelming terror.

Rules for “home” scenes where players can see what their agents are fighting for.

Intuitive rules for equipment and assets, which let you determine on the fly whether something is available without having to plan it out ahead of time.

Dossiers of the federal agencies most likely to be featured in Delta Green games, focusing on the details players want to know when they play their agents.

The Handler’s Guide is written for the game moderator who presents the mysteries and horrors of the Cthulhu Mythos. It includes:

A history of the world of Delta Green from prehuman history to the present day, with campaign tips and scenario seeds on every page.

Horrifying rituals, unnatural entities, and reality-shattering Great Old Ones.

Rules for creating new threats to shock and terrify your agents.

The secretive Delta Green organization in deep and disturbing detail—and the other ruthless conspiracy that claims it is the real Delta Green.

Guidelines for creating original scenarios and campaigns using the resources in this book.

“Operation FULMINATE: The Sentinels of Twilight,” a sample scenario, ready to play.

Delta Green: The Role-Playing Game is supported by 20 years of scenarios and sourcebooks, with more to come.

A universe of cosmic terror lurks, just out of sight. Can your agents stand against it?

You are a dark elf. Your home, the towering city of Spire, was occupied by the high elves two hundred years ago. Now, you have joined a secret organisation known as the Ministry, a paramilitary cult with a single aim – to overthrow the cruel high elves and restore the drow as the rightful rulers of the city.

What – or who – will you sacrifice to achieve your aims? Will you evade the attention of the authorities, or end up shot in the street like so many before you?

Spire is a 220-page PDF which contains:

A quick and easy D10 system that lets you tell stories of brutal rebellion

Details on the districts, factions and personalities that make up Spire – the frozen high elf kingdom of Amaranth, the lawless undercity of Red Row, the mysterious Mortician sect and the bleeding hole in reality known as the Heart

Ten character classes, including the vagabond Knight, the sorcerer-artist Idol and the arachnid nurse Midwife

Multiple extra advances to sculpt your character, allowing them to learn the hidden magicks of the Ministry, fall back on their military training, or devote their existence to a mad cannibal king who lives under an abandoned warehouse

A gamesmastery chapter, written with an eye to help you craft conspiracies and power structures that your players can topple, subvert or be consumed by

The Beast Player’s Guide expands on the material presented in Beast: The Primordial, with additional information on the Families and Hungers, what it feels like to be a Beast and experience the Devouring, and how to commune with the Dark Mother. You’ll also find two new Families and two new Hungers!

The book also includes a plethora of new Atavisms, Nightmares, Merits, and Birthrights, as well as systems for creating smaller, subservient versions of the Horror, new forms of Inheritance, and details on the mysterious Obcasus Rites.

From the pages of T&T Adventures magazine in Japan, this fun product is translated into English with original Japanese illustrations and maps. Solitaire adventures, Gamemaster scenarios, FRPG Manga, and a special set of T&T mini-rules written by Ken St Andre especially for this product, all are included to make this a perfect book to introduce RPG to beginners, or fans of Japanese RPG.

Head west with the Westbound: Dust and Dragons. The essentials guide for both players and Game Masters, this book contains rules for playing Westbound, creating characters, a guide on how to be a Game Master, and everything you'll need to have an adventure in the magical wild west.

Use this book to create legendary western heroes with a vast array of options, including 9 Breeds, 10 Sorts, 10 Prestige Classes, 12 Archetypes, and over 60 Traits.

Journey through the vast western landscape, exploring endless badlands, ancient ruins, and mysterious ghost towns. Increase your power by assembling an arsenal of magical items and developing special skills and abilities. Always be on your guard, for the West is filled with strange monsters and dastardly outlaws.

The Starsea Chronicles is a "hard" scifi companion setting to the core Starfinder The Roleplaying Game setting. Completely compatible, it offers several new races, galactic empires, and a slew of new items, technologies, ships, and vehicles for players and GM's alike. Also within are expanded concepts on world building and ship creation to help players to further diversify and expand on the material already provide. Jump into the Starsea Universe for a game full of endless possibilities.

A Return to the Golden Era of PC Adventure Games… yet designed for tabletop RPG play!

Young Joylene Crumb always felt that life on a farm wasn’t for her... but with her adoptive father missing and rumors of a black dragon ravaging the countryside, is she really ready to run off on an adventure? Who are we kidding, of course she is, with the help of three unusual companions!

Heir & Back Again is an adventure inspired by PC adventure games of the 1980s. Curious puzzles and strange conundrums fill the Duchy of Sapphire, a small fiefdom once part of the great kingdom of Silverlake.

Can Joylene and her companions find her father and solve the mystery before it’s too late?

This adventure includes:
• Four pregenerated characters – Joylene Crumb (Human Teenager), Fergus MacDougal (Cursed Dwarf), Talulla (Exiled Pooka), and Bjorn Bearson (Young Werebear), plus a storyline tailored to fit these characters, including specific goals and roleplaying advice for newer players.
• Simple but detailed tables with cross-references for key items in the adventure – never feel like you’re lost or overwhelmed!
• 21 unique adventure locations
• One new poison and three unique magic items
• A truly dastardly villain, Vaclav the Evil Wizard!
• Information on the Duchy of Sapphire and the Kingdom of Silverlake for GMs and players who wish to continue adventuring
• And much, much more!

This adventure takes the PCs into a wizard tower crowned by a strange alien life form. A blob of flesh encapsulated in a chitinous shell firmly grips the sides of the tower with long tentacles which also crash through many of the tower's windows. Every room of the tower presents a different challenge for the PCs who must fight and think their way through many dangerous and odd situations.

After a multitude of obstacles the PCs must confront a series of guardians the likes of which they have never before seen; and all of this before they come face to face with the infamous "Rogue Wizard".

Welcome to part one of the critically acclaimed ZEITGEIST adventure path!

This is the What's OLD is NEW (WOIN) version of this adventure.

In factories throughout the city of Flint, months of ceasless toil by mages, engineers, and shipbuilders have finally concluded. Now well-wishers from across the nation of Risur have come to witness the launch of the world's mightiest vessel of war: the R.N.S. Coaltongue, impervious to spell and cannon and armed with fire that could slay even a dragon. On the docks, constables keep a close eye on celebrants and troublemakers; in the shadows, conspiracy and betrayal threaten this technological titan on its maiden voyage.

Meanwhile, on an island in the lush Yerasol Archipelago, enemy spies put their plans into motion, clouded with secrecy...

An adventure for heroes starting at Grade 5.

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ROLE PLAYING GAMES

Dawn of Rebellion
Star Wars RPG Sourcebook
By Fantasy Flight Games

Dawn of Rebellion is a new sourcebook for the Star Wars Roleplaying Game line. It is the first sourcebook of its kind, and is designed to be used alongside any of the three core roleplaying lines. Campaigns using Edge of the Empire, Age of Rebellion, or Force and Destiny—or any combination of the same—will find a wealth of valuable information within this 144 page hardcover.

Primarily focusing on the years preceding the Battle of Yavin, Dawn of Rebellion features descriptions, context, and statistics for many of the iconic characters and vehicles appearing in the Star Wars: Rebels television show and in Rogue One: A Star Wars Story. The might of the Empire is at an unprecedented peak and a successful rebellion seems like a fever dream to all but the most optimistic. Even those who have no personal stake in the Galactic Civil War feel the tremendous impact of this new order.

The Advanced Player’s Guide expands on every aspect of the Player’s Guide section in the Symbaroum Core Rulebook and is equally useful for players and Game Masters. The book is brimming with new races, occupations, abilities, powers and rituals, also with lots of new equipment that will influence how the game is played. Moreover, if you take all optional rules in regard, along with its contribution to the expansion of the game world, it is hardly any doubt that the Advanced Player’s Guide is a must for everyone who cannot wait to walk further into the shadowy halls of Davokar!

Ends Meet
Castles & Crusades Adventure
By Troll Lord Games

Ends Meet is a town of small intrigues at the end of a wide world, but one whose very presence at the end of the road draws all manner of creatures, both good and evil. And when the casket of a child is unearthed by a violent storm it triggers a series of events the town’s inhabitants will talk about for years to come.

This module includes a history of the town, a map of Ends Meet and its environs, details on all the town’s major inhabitants, and a map of an abandoned crypt. It also contains a 3-D rendering of the famed Cockleburr Inn and Tavern. The module includes a complete scenario as well as a host of adventure hooks.

A mid-level adventure for a party of 3-5 characters. Play as stand-alone or part of a larger series.

Castle on the Hill
Castles & Crusades Adventure
By Troll Lord Games

Long ago men built the Eniel-ot-Blaud, the Tower on the Blue River. But it fell to the ravages of time and the depredations of the wild, and its name was forgotten. That is until the Green Wizard found it and fortified it anew, making it a place of savage cruelty and one all the peoples of the forest feared.

That Green Wizard’s power has only grown and he is at last casting his eyes beyond the confines of his small realm and threatening the whole of the Darkenfold with war and bloody conquest.

A mid to high-level adventure for a party of 3-6 characters. Play as stand-alone or part of a larger series.

Expedition: The Roleplaying Card Game is a fast RPG that expedites character creation and combat, allowing adventurers to immediately jump into the action.

Expedition uses an open source, cross-platform app that is free on iOS, Android, and web browsers. The app comes with a variety of pre-built adventures and also provides tools for you to create and tell your own stories. The game makes use of a unique card-based system for combat. Each player has a deck of eight unique ability cards. Every turn, each player draws three cards, then chooses one to play. This must be done quickly, however, because the app times combat; if your party takes too long, you suffer additional damage! This simulates the hectic nature of battle and balances the time spent role-playing and performing combat.

The Horror
Expedition: The Roleplaying Card Game Expansion
By Fabricate.IO

The first expansion to Expedition: The Roleplaying Card Game.

Battle against all-new Cthulhu-inspired enemies and grow your character with the new "Persona" mechanic. Will your adventurer be brave and bold in the face of danger, or will cower in fear and hopelessness?

As your persona changes through abilities, enemies and the story, your adventurer could burst forth in courage, dealing extra damage or boosting allies. Or, as you suffer from stress and fear, you could suffer roll penalties or take additional damage.

Dungeon Alliance is a deck-building, dungeon-crawling miniatures adventure game that allows players to send 1 - 4 different teams of adventurers into perilous dungeons in search of experience and treasure. Each player drafts his or her own team of four heroes and uses tactical movement and cardplay to overcome the dungeon's monsters and acquire treasures. When the sun greets those who emerge from the pit, only one Dungeon Alliance will prove victorious!

Capital Lux
2-4 players, ages 10+, 30+ minutes
By Aporta

Will you play citizens into your hometown for points, or contribute them to the capital and benefit from their special abilities? In Capital Lux, you always balance on a razor's edge, so will you take risks? Bluff? Or follow a carefully laid plan? The choice is yours in this clever card game, featuring beautiful art by American painter Kwanchai Moriya.

Destination X
2-10 players, ages 10+, 30+ minutes
By Aporta

Destination X is a different kind of game experience: One player takes the moderator role as a spy on the run, while the remaining players are detectives who must cooperate and use their deductive skills and geographical knowledge to track down the spy and identify their secret destination.

At the beginning of each round, six destination cards are placed face up on the table. The spy secretly chooses one of the destinations, and flips to the chosen country's page in the handbook. Each detective is given three informant cards, and in turn each detective must play an informant to get information about the spy's secret destination. The spy must find the relevant information in the handbook and answer truthfully. The informants may provide information on various aspects such as population, industry, religion, history, economy, and so on. After a detective has played an informant, the detective must also eliminate one of the destinations on the table.

At any time, the detectives can decide to guess on the spy's destination. If they guess correctly, the detectives win the round; otherwise the spy wins. The spy also wins if the detectives run out of informant cards, so the detectives must manage their resources well and not spend too much time or else the spy will manage to get away. The first side to win three rounds wins the game.

No prior geographic knowledge is needed to play. Since Destination X is a team-based game, it can be played in groups of any number of players.

Santa Maria
1-4 players, ages 12+, 60+ minutes
By Aporta

Santa Maria is a streamlined, medium complexity euro-game in which each player establish and develop a colony. The game features elements of dice drafting and strategic engine building. The game is low on luck, has no direct destructive player conflict, and all components are language independent.

You expand your colony by placing tetris-like pieces with buildings on your colony board. Dice (representing migrant workers) are used to activate buildings: Each die activates a complete row or column of buildings in your colony. The buildings are activated in order (left to right / top to bottom), and the die is then placed on the last activated building to block this space. It is therefore crucial where you put new buildings in your colony, and also the order in which you use the dice.

You will produce resources, form shipping routes, send out conquistadors, and improve your religious power to recruit monks. Each recruited monk may be trained either as a scholar (for special abilities), as missionaries (for immediate rewards), or be appointed as a bishop (for possible end-game points). The player who have accumulated the most happiness after three rounds, wins the game. The available specialists, bishops and buildings varies from game to game, which makes for near endless replayability.

Thwarted! A Game of Super-Villainy
3-5 players, ages 13+, 30-60+ minutes
By Vile Genius Games

Thwarted! A Game of Super-Villainy is a casual card game where players assume the roles of villains and attempt to defeat the superheroes of The City. The only thing standing in each villain's way, are the other villains.

Villains have access to action cards that allow them to steal cards, force discards, counter other villain attacks, and so on. If only the villains worked together, they could easily defeat the arrogant superheroes, but they are too concerned with getting all the credit to work together.

The heroes are represented in the form of cards that are played out of a separate Hero Deck. Each hero has an attack value, that also doubles as their point value at the end of the game. The heroes also have their own superpower that trigger when they are defeated. Some of these superpowers will help the attacking villain, others will hurt the attacking villains, and some will hurt every villain!

The game is over when either of the decks run out of cards. Once the game is over, each player's Victory Points are totaled and one villains is declared as "The Greatest Super-Villain of All Time!"

Drenched in sweetness, new and delicious, the next Killer Bunnies Booster Deck is witty and auspicious! Caramel Swirl adds 55 cards to your existing set plus a brown 12-sided die.

Other alluring cards include the feminine forces of the Verminator or Omega Mu, and Johnny Wishbone to test psychic abilities for you. Funky Fungus affects a weapon card and the Sacred Chalice gives you a financial vanguard. Cherry Cordial will keep the game clean but Alternate Uhura will prove quite mean.

The most powerful bunnies will take note when you play the card Island Vote. You might say "Fuff" and you might say "Ew" when you're asked to play Smell That Shoe!

Do yourself a favor and treat yourself to an all-new flavor. Take the new deck for a whirl, the delicate and delectable Caramel Swirl!

Samuel Xavier, an angry individual on his best days, was involuntarily forced into a rehabilitation clinic for substance abuse. Now that he's going through withdrawal pains in the form of excruciating migraines he's angrier than he's ever been before.

In this challenging new expansion pack for Hostage Negotiator, you must deal with Sammy's blinding headaches while trying to save hostages. If you can't reduce Sammy's pain to a manageable level he may snap... and then it will be too late to save anyone.

Dome Crushers
2 players, ages 14+, 10+ minutes
By Floodgate Games

Dome Crushers is a tiny two-player card game of titanic arena battles in which players take turns playing cards, then choosing attack mode or ability mode. Attackers are removed from your deck and count toward your end-game score if you are the winner. All remaining cards are shuffled back in, then another round begins.

The game ends when either player cannot draw four cards. The player with the highest strength total in their scoring pile is the winner!

Kang
2 players, ages 7+, 15+ minutes
By Blue Orange

As a sport, these kangaroos like to rocket in the air, change sides, and impersonate trampolines or punching balls. Be the best coach for your team in Kang and make them score for victory! This is a kangaroo game that's not for roo-kies!

Cuckooo!
3-5 players, ages 10+, 30+ minutes
By Mind Fitness Games

In Cuckooo! you recruit owls, sparrows and cuckoos against the magpies. To defeat a magpie and take part in distributing its coins, the sum of your flock must be higher than it (with the magpie value being between 17 and 20), but can't exceed twenty-one. Try to reach 21 as that's always a winner and you'll be rewarded with an extra coin.

You are a hacker completing missions for money and reputation. Your mission in Hack Trick: It's Hacking Time is to infect all three servers of a main axis, or all three Northern, Eastern, Southern or Western servers, or destroy one with a triple attack.

Sponsio
3-4 players, ages 10+, 30-45+ minutes
By Mind Fitness Games

Time to take part in the greatest battles ever with your gladiator cards and try to win fights by taking tricks…or not because earlier you placed bets against them.

Sponsio is played over several rounds. At the beginning of a round, each player has four turns to set their own scoring and goals for the trick-taking that follows, and this is mostly done by betting. Players can bet on tricks taken, on the number of cards of a given color in your takes, on the last trick, on the highest card taking, or even on the failure of your opponent. Instead of betting, players can choose other actions as well.

Players can have up to four bets, but only those that you've won will earn you coins. For this reason and because the odds of the bets differ (x2, x3, x4, x5), sometimes instead of betting players will want to take other actions, such as changing one of their cards, doubling an odd, becoming the starting player in the trick phase, changing one of their bets, etc. This is where the tactical depth of Sponsio comes in: finding the best combinations to build your highest score!

Sponsio is a family-strategy game that can be won in two ways: collecting 30 coins or winning 9 bets in a row.

Hexpanse
2-4 players, ages 10+, 30-60+ minutes
By Korona Games

Hexpanse is a fast, hexagon based tactical board game. In the game players are interstellar commanders and warlords who are battling for different planets. The players can win the game in two ways:

1. The player defeats the opponent’s commander(s).
2. The player builds up the 9 units long pattern (a unique formation) which is selected randomly from the pattern deck at the beginning of the game.

Gale Force 9’s popular Starbase Sets have been a hit at convention appearances and now they are available to all.

Starbase sets are high-detail model kits which replace the flat Starbase token with a 3D game piece. There are five styles available, including Starbases for the Federation, Klingons and Romulans; and introducing Starbases for the enterprising Ferengi and the brutal Cardassians. Each set contains three Starbase models, some sets require assembly.

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MINIATURES & MINIATURE GAMES

Made To Suffer
The Walking Dead: All Out War Miniatures Game Expansion
By Mantic

The Governor Booster
The Walking Dead: All Out War Miniatures Game Expansion
By Mantic

Lilly Booster
The Walking Dead: All Out War Miniatures Game Expansion
By Mantic

Rick Disfigured but Determined Booster
The Walking Dead: All Out War Miniatures Game Expansion
By Mantic

Tyreese Prison Advisor Booster
The Walking Dead: All Out War Miniatures Game Expansion
By Mantic

Alice Booster
The Walking Dead: All Out War Miniatures Game Expansion
By Mantic

Michonne Vengeful Hunter Booster
The Walking Dead: All Out War Miniatures Game Expansion
By Mantic

Deluxe Woodbury Mat
The Walking Dead: All Out War Miniatures Game Expansion
By Mantic

For the first time, an Advanced Squad Leader module steps outside of the traditional World War II era to bring you Forgotten War, covering the Korean War of 1950-1953.

New rules in Forgotten War cover Steep Hills (reflecting the difficulties of movement and combat in the rugged Korean terrain); Bayonet Charges; Proximity Fuses; and enhanced Air Support featuring Tactical Air Control Parties, airborne Forward Air Controllers, and the jet-propelled aircraft of the era such as the F-80C Shooting Star and the F9F-2 Panther.

Forgotten War includes several new nationalities, each with its own distinct characteristics, and expands some existing nationalities.

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COLLECTIBLE CARD, MINIATURE & DICE GAMES

Masters 25 Booster
Magic: The Gathering Expansion
By Wizards of the Coast

Celebrate the 25th Anniversary of Magic: the Gathering with a journey through the history of the world's first trading card game. In Masters 25, you'll find lands or spells from every Vintage-legal Magic set that introduced original cards. Whether you've been casting Lightning Bolts since Alpha or just started playing with Rivals of Ixalan, this set has something exciting to rediscover during your next draft night.

Necrozma Prism Tin
Pokemon TCG Expansion
By Pokemon

The above list has been compiled based upon distributor and retail new releases mailouts I receive. Please note that there may be some geographic differences in release dates and/or availability of items. Please contact your local store for more information.

Please note: Some of the links in the post above may be “affiliate links”. This means if you click on the link and purchase the item the author of this post will receive an affiliate commission.

EN World Reviews

Even though I’ve played and enjoyed just about every edition of Dungeons & Dragons, with an exception to 4th, I’ve pretty much stayed out of the fray in regards to D&D clones. I’ve somewhat maintained the semblance of a semi-regular D&D Basic campaign (live game) for about two years, primarily relying on the Rules Cyclopedia, and occasionally mixing (and experimenting) in elements from games like HackMaster as well as more recently, Lamentations of the Flame Princess. Like any role-playing alchemist, I’ll never stop mixing. And since Mazes & Perils Deluxe Edition is a clone of Holmes Basic D&D, I’m eager to take a closer look.

This is the Free Trader Beowulf, calling anyone…. Mayday. Mayday…. We are under attack…. Main drive is gone… Turret number one not responding…. Mayday…. Losing cabin pressure fast calling anyone…. Please help…. This is the Free Trader Beowulf…. Mayday…. Bold explorers and brave travellers journey between the stars in Traveller the science fiction roleplaying game by Mongoose Publishing.

I love zines. And, really, who doesn't? Zines are the ultimate expression of the DIY (do-it-yourself) aesthetic that has always been central to role-playing games. With crowd funding sites like Patreon, zines can become, while perhaps not profitable but at least self-sustaining. Kobold Press is using the site to bring out their print zine for Dungeons & Dragons 5E, Warlock. Let's take a look at the most recent couple of issues.

Welcome once more to our monthly roundup of offerings from the Statosphere, the community-generated content portal for the Unknown Armies RPG. This month, we're taking a look at a trio of titles to drop into—or even kick off—your campaigns.

The quest for a truly universal RPG system has been bubbling away for decades, and while Genesys won't be to everybody's taste it certainly carves out its own niche in the middle-ground between lighter systems and their monolithic, crunch-heavy cousins.